Cellar, Fishing Village, Bridge, Ironworks, Smithy, Festival, Mine, Adventurer, Expand, King's Court
FV - IW looks the best opening to me, IW is obvious over Bridge and more engine components is more important than a lucky KC. Smithy has priority over Bridge as your second 4. Then it's just picking up Bridges, Smithies and FV in the right order (I think 2 Bridges slows you down a little bit, but maybe it can pick up that extra Smithy you need), and KC when you have the chance. The draw is the most important though, without draw you'll never get to KC-KC-Bridge-Bridge-X.
I dunno, I'd need to see those strategies for this board in action before I stop taking them with a grain of naïve salt. Would anybody be willing to play this board with me on unrated so I can see what it's like on "expert level"?
While I appreciate the feedback, I have two concerns.
1. Mine useless here? Really?? I can see why you'd avoid it when there's stronger trashing, but this board only has Mine and Expand - meaning there's no way to get those ten starter cards out for good. Between the two I always go with Mine, since it gives immediate benefit and is killer when paired with KC or KC/Bridge. Plus, since as I said there's no way to get rid of the starting ten, I'd rather be able to get some good use out of those coppers than leave them lying around.
2. This might be the fear of dead draw talking, but I don't see the point of loading up on Smithies before other things, especially FVs. I might consider it if there were stronger trashing on the board, but once again, no opportunity to ditch the starting ten. So if I go for Smithies, either my opponent will do the same and I'll end up with 5ish, meaning I'll have a really hard time drawing my deck anyway, or I'll get a lot of them and meanwhile my opponent will get a massive lead on the FishVills, setting me up for death by terminal collision. Surely FishVills should be the priority? Also Bridges can provide a useful +Buy that can enable winning the necessary action card splits more quickly...
I dunno, I'd need to see those strategies for this board in action before I stop taking them with a grain of naïve salt. Would anybody be willing to play this board with me on unrated so I can see what it's like on "expert level"?
1. Mine useless here? Really?? I can see why you'd avoid it when there's stronger trashing, but this board only has Mine and Expand - meaning there's no way to get those ten starter cards out for good. Between the two I always go with Mine, since it gives immediate benefit and is killer when paired with KC or KC/Bridge. Plus, since as I said there's no way to get rid of the starting ten, I'd rather be able to get some good use out of those coppers than leave them lying around.One of the organizing concepts of Dominion strategy is payload. Payload is the thing that gets you points. In a typical smithy/money deck, treasure is the payload, and smithy helps you get your payload cards in hand. The reason this concept is so useful is that it helps you pick which cards you want in your deck. Here, your payload is KC/bridge. Your only goal should be to put KC and bridge together. Mine doesn't really help you with that.
2. This might be the fear of dead draw talking, but I don't see the point of loading up on Smithies before other things, especially FVs. I might consider it if there were stronger trashing on the board, but once again, no opportunity to ditch the starting ten.
Okay, so, all of this pretty much makes sense. I'm still irrationally hesitant about terminal draws but... yeah.
I did try taking this advice in a game against Snute today (which I streamed at 42:15 (http://www.twitch.tv/elatalkstoherself/b/591296308) - please don't watch the other game because it contains a case of me being extremely stupid). I'm pretty happy with it, although I didn't get to piledrive like I wanted to.
While it's true that you should gain a lot of Smithies early, it doesn't mean that you shouldn't also gain Fishing Villages. On turns 3 and 4, you pretty much want to gain a Smithy whenever you can and a Fishing Village when you can't, but after that, you should sometimes gain Fishing Villages even if you could gain a Smithy, so that you will usually have enough Actions to play your Smithies. I think getting a third Fishing Village before your third Smithy is good, and getting the fourth Fishing Village before your fifth Smithy, but this might not be optimal, it's just a feeling I have.
Okay, so, all of this pretty much makes sense. I'm still irrationally hesitant about terminal draws but... yeah.
I did try taking this advice in a game against Snute today (which I streamed at 42:15 (http://www.twitch.tv/elatalkstoherself/b/591296308) - please don't watch the other game because it contains a case of me being extremely stupid). I'm pretty happy with it, although I didn't get to piledrive like I wanted to.